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Street Fighter IV
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aderack




Joined: 06 Dec 2007

PostPosted: Sun Feb 17, 2008 6:28 pm    Post subject: Reply with quote

I like the "GWUK?!" expressions the characters all make when they're hit. It is, indeed, reminiscent of SFII.
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108




Joined: 07 Dec 2007

PostPosted: Sun Feb 17, 2008 8:30 pm    Post subject: Reply with quote

yeah, played this over the weekend and me and stabo10 unanimously agreed that it's pretty fuckin' good, tho it probably won't be successful at all in japan. it will, however, sell a ton of copies on console ports in the USA.

(edit: actually, i don't know; tekken 6 is more popular in japan than it has any right to be, and this game at least looks a lot (read: a lot) better than tekken 6, so what the hell. i'm sure it'll do fine.)

so far it's hard to tell, with the game's rampant SFII fetishism -- eight of the ten current playable characters, yes, are SFII characters who look exactly like they do in SFII and control, uh, kinda like they do in SFIII. the only stage backgrounds available were fetishistic recreations of guile's and chun-li's stages, so yeah.

i played and won a pretty hot match as ryu, during which i lost only one round, which was, uhh, because i was trying out the saving system. i managed to hit with a "save" three times before the end of the match. if you've ever played as ryu and thrown a shoryuken right after parrying a standing jab, then you might "get" the timing of his "save". i kind of like saving as a concept -- he backsteps, reaches out, and grabs the enemy's shoulder; if successful, he will then punch them VERY BRUTALLY in the chest, and take off about a quarter of their life. at first the saves seem really slow, though once you figure out that, even though it's a simple button combination (MP + MK), it's not for mashing idiocy, synapses in your brain begin to connect for great justice.

being that i am a person who only ever checks the online television listings to see when and on what channel i can see mixed martial arts for free and in high definition, and being that i often call MMA "street fighter: the TV show", i obviously picked the new character abel for my next round.

hell yes! i like him a lot. words can barely convey how awesome he is. he's like alex from SFIII with just a little bit of tekken in him.

wait -- no -- don't let that statement scare you. (disclosure: i despise tekken.)

fireball motion plus punch is this hammer punch move. the range varies wildly from LP to HP. after the hammer punch hits, you can press forward -- or back! -- plus a punch -- or a kick! -- to deliver a follow-up hit. the thing is, the range / speed of the follow-up hit is determined by, well, which direction and which strength of which type of attack you do. basically the goal is to adapt to your enemy's current status and try to hit him (or her!) twice with the attack so as to set them up for "hit #3", which would be a throw of your choosing. in other words, abel's a fighter who really mixes it up!

it's really sharp! the sense rhythm is fantastic. it works very, very well in a strictly 2D fighting game.

still wasn't able to pull off a saving hit with abel, though i imagine it's got some serious potential.

i really, really like his special move set. there's a terry-bogard crack-shoot-esque backstep-jumping-axe-kick move, too, which is pretty hot and combinationable.

they'll supposedly be revealing something like two new characters a month in the run-up to the wide release in japanese arcades, and if more of them have the crisp snap of abel, i think this might turn out to be a very excellent videogame.

at this point, i'm kind of glad that they got the SFII characters out of their system, and also kind of sad, because seriously, zangief and dhalsim and blanka look like jerks, especially in 3D. (honda, on the other hand, looks manly as hell, which is kind of surprising and kind of cool.) guile looks like a complete fucking jerk-off and i really wish they'd left him out of the game.

well, i'm only speaking of aesthetics here, so who knows.

list of hopes:

1. that they don't include ANY of the SFII bosses or "new challengers". we have enough carbon-copy SFII characters already. akuma is okay, i guess.

2. i want sean, alex, and makoto :(

3. especially makoto :(

4. i guess remy and hugo would be nice, though they already have zangief, so hmmmmmm

5. i want at least ten new characters (counting abel and viper)

6. ryu's stage theme, at the very least, better be a fetishistic recreation of the SFII ryu's theme -- all of the other music can be whatever the fuck they want it to be -- acid-eurobeat jack-off trash or whatever

7. i hope there's at least ONE new character that i LOVE -- abel might be that character, though i don't know; i had a much better connection with eileen in virtua fighter 5, though i guess i'd need to play as abel a bunch more, so hmmm

8. it's been said that the SFII characters were loved because they were "accessible" stereotypes of "recognizable" cultures. yeah, i guess. the bosses were ultimately freaks and weirdos, which worked, i guess. i kind of hope that SFIV's bosses are somewhere in between II and III's.

predictions:

1. instead of m.bison/balrog or dudley, i suspect there will be a new black dude, this time a K-1 fighter from africa. he will fill the boxer / kickboxer role, and he'll probably be awesome.

2. there will be SOME crossover character from another capcom game, and it'll be a lot less subtle than poison being hugo's girlfriend in SFIII -- this is the sort of thing developers are learning to force themselves to do for great potential kotaku linkage, et cetera

3. now that i think about it, man, it's too obvious: poison will be a playable character, or possibly a boss!



this game has its first location test at the PLAZA CAPCOM in kichijoji this weekend!

i . . . happen to live one chuo-line stop from kichijoji!

if it's a nice day, that's walking distance!

me and stabo will most definitely go down there and put down 100 yen a match for some abel on ken action.

at the AOU, they were kicking winners, which was kind of lame.

let's see them try that at a location test!

ALSO, this is worth noting: SFIV cabinets (beautiful 1080p LCD screens, sanwa hardware, etc) are linked together so that you don't know which other cabinet you're playing against when you sit down and put in your money. if someone's facing the computer, it'll interrupt their game, et cetera.

in other words, you're not just playing against "the guy directly across from you" anymore.

which is kind of cool -- i played a match against a guy who was sitting right next to me at the AOU show, which was awkward, and we actually exchanged a few words (after i beat him), which just about never happens in the glory-hole atmosphere of a japanese arcade.

on the other hand, it's kind of not cool, because i imagine this "revolutionary" new matching system exists to, um, match up two players who are on winning streaks. in other words: it's designed to end winning streaks.

it'll end winning streaks by matching together players of equal empirical skill. like, if one player is on a winning streak, and so is another player, and the one player is currently fighting against the computer because someone just lost and no one else has stepped in yet, then when the other player on a winning streak wins his game, the first player will get a "NOW FIGHT A NEW RIVAL".

which i guess is kind of cool, though i can't really imagine all of the logistic implications.

still, hmmm.
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layazero




Joined: 13 Dec 2007

PostPosted: Mon Feb 18, 2008 6:41 am    Post subject: Reply with quote

108 wrote:
combinationable


word of the year 2008?

so what happens when you really want to play your friend? You have to wait until everyone else is already in a vs match or wait until everyone leaves?
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Lestrade




Joined: 06 Dec 2007

PostPosted: Mon Feb 18, 2008 3:59 pm    Post subject: Reply with quote

I saw those new LCD arcade machines (in photos) and they look gorgeous. Quick, somebody make one of these that's just a shell for an LCD TV with built-in joysticks—you know, for home use.

Hey, thought: with the space they save, you could practically add an entire extra row of shitty UFO catchers!

Man, I can't wait to play SFIV. Jam out some photos if you go to the test, please, Tim.
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special blend




Joined: 06 Dec 2007

PostPosted: Mon Feb 18, 2008 8:22 pm    Post subject: Reply with quote

http://youtube.com/results?search_query=street+fighter+4+aou&search_type=

I love how this more or less animates like a 2D game.
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108




Joined: 07 Dec 2007

PostPosted: Mon Feb 18, 2008 8:45 pm    Post subject: Reply with quote

layazero wrote:
108 wrote:
combinationable


word of the year 2008?


yes

layazero wrote:
so what happens when you really want to play your friend? You have to wait until everyone else is already in a vs match or wait until everyone leaves?


Well, from the diagram at the AOU show it looked like there's one set of cabinets on the end of the setup (of eight cabinets) that are just jacked directly into one another. I guess this is for tournament dueling.

Though yeah, in Japan, playing against "your friend" isn't always the goal. I can totally understand wanting to play against a friend, though yeah, it just isn't always something that happens over here.

Me and the Top Dude in my office are definitely going to that location test Friday night during work. Should be supra-hot.

Lestrade wrote:
I saw those new LCD arcade machines (in photos) and they look gorgeous.


Yeah, it's been nearly two years since the debut of the LCD cabinet with Virtua Fighter 5 in 2006, and they're still awesome!

I have trouble playing fighting games in Japanese arcades, sometimes, if the lighting situation is overly harsh, because of the angle of the screen (I have weird eyes). With these LCDs, I can play again. Hence my every-once-in-a-while three-day VF5 binges.

They are indeed quite space-saving, as well. I've noticed a lot of arcades, in fact, putting up more Virtua Tennis 3 cabinets.

Come to think of it, it's kinda amazing how popular Virtua Tennis 3 is in arcades over here at the moment. I wholly support a game like that being popular in arcades. Wholly.

Tekken 6 of course can burn in hell lol
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Lestrade




Joined: 06 Dec 2007

PostPosted: Tue Feb 19, 2008 8:30 am    Post subject: Reply with quote

Oh! I didn't even realize that VF5 used these cabinets. I guess that make sense. I didn't see any when I was there last April; I must not have been paying attention.
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pirate`p




Joined: 14 Jan 2008

PostPosted: Tue Feb 19, 2008 4:57 pm    Post subject: Reply with quote

it looks pretty slow/clunky from the videos. i am not pleased.
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aderack




Joined: 06 Dec 2007

PostPosted: Tue Feb 19, 2008 5:51 pm    Post subject: Reply with quote

Tim, if you review this game, you need to make your own GWUK impressions of each of the characters.
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108




Joined: 07 Dec 2007

PostPosted: Tue Feb 19, 2008 6:56 pm    Post subject: Reply with quote

pirate`p wrote:
it looks pretty slow/clunky from the videos. i am not pleased.


yeah, you need to seriously learn how to FUCK THOSE VIDEOS.

the people playing in all of those videos really suck.

really.

it's literally their first time playing the game -- which is a deep and complex fighting game. comments like yours are the PRECISE REASON why capcom's booth at the AOU was peppered with giant NO CAMERAS signs.

after trying out saving for a couple of rounds and mixing it up with abel, the game feels plenty fast. about third-strike fast.

also, for the record, the facial expressions are brilliant. you people commenting on the facial expressions not being brilliant need to shut up, because capcom obviously listens to people on the internet these days. they went so far as to listen to the people who actually like dhalsim and zangief.

seriously, if you've NEVER seen an ACTUAL PERSON get punched in the stomach, don't comment on ryu's facial expression looking silly. part of the reason kids pick up machine guns and mow down fellow students is because videogames portray death as being followed pretty much immediately by flickering and disappearing of the corpse. fighting games, likewise, often depict punchees as having the most nonchalant expressions on their faces.

street fighter iv, continuing the trend set forth in street fighter ii (wherein people vomited on themselves when hit hard and clean -- which is something that does happen in real life (i've seen plenty of yakuza squalls on the streets of ikebukuro (not actually bragging)), is striving to depict a far better cartoon reality for a far brighter cartoon future. if you're already convinced yourself that you hate the game, that's fine, go ahead and hate it. just don't do anything rash, anything that would take the bizarre bug-eyed expressions out of the game. people need to learn what it looks like when dudes get punched, else they'll go out and punch dudes because they figure punching dudes ain't no big deal.
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Count Hihihi




Joined: 06 Dec 2007

PostPosted: Wed Feb 20, 2008 1:30 am    Post subject: Reply with quote

^ What was that?
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aderack




Joined: 06 Dec 2007

PostPosted: Wed Feb 20, 2008 1:45 am    Post subject: Reply with quote

I think I made it clear how sincere I am about the GWUK. These are the things I look for.
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Lestrade




Joined: 06 Dec 2007

PostPosted: Wed Feb 20, 2008 6:55 am    Post subject: Reply with quote

Yeah, back in the SFII days, my favourite part of Street Fighter was the vomit, because it didn't happen all that often and you knew you just punched/kicked the fuck out of someone if you made them puke all over themselves.

I'm glad Capcom is putting more of this kind of detail into the game. I think we've seen enough of pretty, plastic models bouncing off the ground, you know?
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layazero




Joined: 13 Dec 2007

PostPosted: Thu Feb 21, 2008 8:21 am    Post subject: Reply with quote

aderack wrote:
I think I made it clear how sincere I am about the GWUK. These are the things I look for.


hasn't the GWUK been a street fighter staple since II though? you must be a big fan of Hugo...

Tim, what exactly else is there to the saving gauge? also, how do the ultra combos look? and are all supers/ultras have an easy input?
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luvcraft




Joined: 06 Dec 2007

PostPosted: Thu Feb 21, 2008 8:25 am    Post subject: Reply with quote

did somebody already mention how many buttons this game has? (I hope it's less than six)
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BotageL




Joined: 06 Dec 2007
Location: Florida

PostPosted: Thu Feb 21, 2008 9:28 am    Post subject: Reply with quote

It has six, as the Lord intended.

You will have three types of punch and three types of kick and by God you're going to like it.
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nothingxs




Joined: 10 Dec 2007
Location: miami, fl, usa

PostPosted: Thu Feb 21, 2008 10:47 am    Post subject: Reply with quote

tim, curious question

what's with you and tekken
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thecalamitouskid




Joined: 20 Dec 2007
Location: Kaimuki, HI/Whittier, CA

PostPosted: Thu Feb 21, 2008 2:29 pm    Post subject: Reply with quote

BotageL wrote:
It has six, as the Lord intended.

You will have three types of punch and three types of kick and by God you're going to like it.


He is wise beyond his evolutionary level.
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mrnutz




Joined: 12 Dec 2007
Location: Los Angeles, CA, USA

PostPosted: Thu Feb 21, 2008 2:32 pm    Post subject: Reply with quote

layazero wrote:
also, how do the ultra combos look?


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layazero




Joined: 13 Dec 2007

PostPosted: Thu Feb 21, 2008 3:03 pm    Post subject: Reply with quote

i was expecting a killer instinct reference...
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108




Joined: 07 Dec 2007

PostPosted: Thu Feb 21, 2008 6:53 pm    Post subject: Reply with quote

nothingxs wrote:
tim, curious question

what's with you and tekken


i find it aesthetically disgusting!
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RobotRocker




Joined: 06 Dec 2007

PostPosted: Fri Feb 22, 2008 10:29 am    Post subject: Reply with quote

http://www.eurogamer.net/article.php?article_id=93157

So. Who is the best troll towards hardcore players. Sakurai or Ono?
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mrnutz




Joined: 12 Dec 2007
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PostPosted: Fri Feb 22, 2008 10:53 am    Post subject: Reply with quote

layazero wrote:
i was expecting a killer instinct reference...


Glad to oblige.
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layazero




Joined: 13 Dec 2007

PostPosted: Fri Feb 22, 2008 12:17 pm    Post subject: Reply with quote

RobotRocker wrote:
http://www.eurogamer.net/article.php?article_id=93157


So getting hit doesn't fill your super gauge, it fills your revenge gauge, also the gauges empty out at the end of each round.

This is more significant than it sounds. They really are pushing the aggressive play. I wonder how much damage you have to take to do an ultra vs. how much damage it does...
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108




Joined: 07 Dec 2007

PostPosted: Fri Feb 22, 2008 10:08 pm    Post subject: Reply with quote

yeah LIVE (not really) from the location test (which we went to last night):

new stages including brazil, a boat in "asia", a really really awesome "USA" stage which I kinda hope is Ken's (night time, outside a diner, parking lot lit by car headlights -- kinda James-Dean-ish).

also, balrog.

someone was fighting against balrog. no idea how or why. just, between two fights, someone was fighting the computer (actually, it said "NET" by the character instead of "CPU", so it might have been someone at Capcom Headquarters testing out the online play).

So yeah, Balrog (by which I mean the "American" Balrog, Japanese "M.Bison") is most definitely in the game.

I guess that's news?

If Balrog is in there, I find it hard to believe that M.Bison, Vega, and Sagat won't be in there, too. Which brings us up to twelve Street Fighter II characters, two new characters, and zero Street Fighter III characters, so far.

Also, I do believe I have figured out the Saving system, and it's pretty awesome.
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nocturnedelight




Joined: 07 Dec 2007
Location: Maryland

PostPosted: Sat Feb 23, 2008 6:48 am    Post subject: Reply with quote

If SSFIITHDR sells for 10 Bucks, and has great online play, and SFIV sells for $40, and is essentially SFII3D+...

??
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RobotRocker




Joined: 06 Dec 2007

PostPosted: Wed Feb 27, 2008 6:04 am    Post subject: Reply with quote

Quote:
"Street Fighter III was kind of an exclusive club where if you didn't know what you were doing, there was no reason to even try and play it"


http://www.eurogamer.net/article.php?article_id=93516

Ono is quickly reaching Sakurai levels of awesome. Though if you are part of the "No SF3 characters WAAAAAAAAAAAAH" club, you get some good news.
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layazero




Joined: 13 Dec 2007

PostPosted: Wed Feb 27, 2008 9:27 am    Post subject: Reply with quote

i don't like ono's ideas about adding stuff just to appease every niche of fan out there. at some point (in any part of development) you have to say "that's it, these are the features (or characters, or rules, or whatever), no more." 1up state a 6/15 release date for arc and consoles. if it is a lot further down, then ok... but at some point there has to be a feature freeze so that the stuff in there is of good quality.

I'd rather have a good game with a fewer list of characters than a shoddy game with a ton of fan service... good games tend to stand the test of time/sales too (like super turbo).

also, game boy?! come on... guilty gear was good on the wii, but you are not making a good fighter for the game boy that has the same rules as a ps3 title... i understand his rationale and that this is a hyperbole, but i don't even think it'll be a good game if brought to the DS. There's more to these rules than just rules...

that said, i have half a mind to assume this is all just lip service and ono is doing the right things "behind the scenes."

i still think SFIV looks like it's going to be a great game, but i certainly would not want to work with ono...
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Ben Reed




Joined: 06 Dec 2007

PostPosted: Fri Feb 29, 2008 4:56 am    Post subject: Reply with quote

108 wrote:

hell yes! i like him a lot. words can barely convey how awesome he is. he's like alex from SFIII with just a little bit of tekken in him.

wait -- no -- don't let that statement scare you. (disclosure: i despise tekken.)

fireball motion plus punch is this hammer punch move. the range varies wildly from LP to HP. after the hammer punch hits, you can press forward -- or back! -- plus a punch -- or a kick! -- to deliver a follow-up hit. the thing is, the range / speed of the follow-up hit is determined by, well, which direction and which strength of which type of attack you do. basically the goal is to adapt to your enemy's current status and try to hit him (or her!) twice with the attack so as to set them up for "hit #3", which would be a throw of your choosing. in other words, abel's a fighter who really mixes it up!


So he IS, essentially, an SNK-style chain-based semi-grappler character. I had a hunch that he'd be very Alex-like.

Do the followup attacks (f+P/K after hammer punch) include overhead/low options, or is it simply a mid-hitting filler to set up for the throw to connect?

Also, is the throw ender blockable or is it a true throw? With SNK it would probably be blockable, but Capcom's been known to throw true throws into rekka chains before (i.e. CvS2 Raiden rdp+P -> qcb+P).

What are his normal attacks like? Lots of joint butts and straight-on blows, or does he have anything really kooky/surprising in there that you remember?
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thecalamitouskid




Joined: 20 Dec 2007
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PostPosted: Wed Mar 12, 2008 6:54 pm    Post subject: Reply with quote

New character: http://kotaku.com/assets/resources/2008/03/elfuerte.jpg

I'm not sure if we need another throw-based character. Hopefully he'll have a fireball? It seems like the newer characters are more "realistic."
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Ben Reed




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PostPosted: Wed Mar 12, 2008 11:07 pm    Post subject: Reply with quote

thecalamitouskid wrote:
New character: http://kotaku.com/assets/resources/2008/03/elfuerte.jpg

I'm not sure if we need another throw-based character. Hopefully he'll have a fireball? It seems like the newer characters are more "realistic."


It seems like a fairly healthy balance so far, in terms of a modern grappler:fireball/uppercut ratio. Given that fireballs won't be nearly at SF2-level power in terms of blockstun vs. animation speed (particularly recovery), it makes sense not to place so much emphasis on making fighting styles designed primarily around combatting fireballs (i.e. moves invincible only to fireballs, rush moves that go super-low to the ground, charge moves with flying "homing" leaps), leaving one free to explore more close-range options.

Besides, many of the characters in Capcom's later installments have been more "realistic" than many of the SF2 entrants -- Karin, Gen, Guy, R. Mika, Elena, Yun & Yang, Alex, all spring readily to mind in terms of not having much for outlandish energy moves or projectiles.
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thecalamitouskid




Joined: 20 Dec 2007
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PostPosted: Thu Mar 13, 2008 10:40 am    Post subject: Reply with quote

[quote="Ben Reed"]
thecalamitouskid wrote:
Karin, Gen, Guy, R. Mika, Elena, Yun & Yang, Alex, all spring readily to mind in terms of not having much for outlandish energy moves or projectiles.


I guess it's just me then. I don't really like playing as any of those characters, save for Yun and *sometimes* Elena. I think you missed what I meant though, since I didn't elaborate. Of all the characters you mentioned, many of them seemed to have a few more levels of personality to them. Then again, I am judging soon, maybe this Mexican-wrestler who also cooks will be more interesting than I think. Just compare him to the ridiculous that is Sodom though, or Urien.
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Ben Reed




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PostPosted: Thu Mar 13, 2008 3:07 pm    Post subject: Reply with quote

To continue my shameless apologies for SF4, I have to say that even in their prime, Capcom would have a very hard time topping the creativity of the original World Warrior designs while still maintaining characters "grounded" enough for the simplicity of a Street Fighter 2-style game.

To wit, Dhalsim. He's a fire-breathing, magic-sliding, teleporting, drill-kicking, anorexic Yoga master with a body made of rubber, gigantic gold bracelets, and a necklace made of FUCKING INFANT SKULLS.

And this was in Street Fighter Goddamned Two, in the same game as a green beast-man with the power of bioelectricity and deadly ball attacks, a Chinese Interpol agent with thigh compression like a car compactor, a SPANISH FREAKIN' NINJA with lovely blond hair, and a drug lord with the power of flight. A DRUG LORD WITH THE POWER OF FLIGHT. How the fuck can you EVER top that?

But in a more serious mode, Capcom always comes under more intense scrutiny for these design decisions because, for better or for worse, they carry the burden of having ESTABLISHED most of the design conventions for games on this scale of relatively muted outlandishness. It begs kind of a Zen question -- is it wrong to reinvent the wheel, when the reinventors are in fact the originators of the old wheel?

I really won't presume to answer such a question, because yes, the very real possibility is that Street Fighter 4 will be underwhelming and/or flat-out suck. But for all the jokes about them, Capcom has put out quality products when they've put their minds and resources to it, and I think they still deserve the benefit of the doubt.
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thecalamitouskid




Joined: 20 Dec 2007
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PostPosted: Thu Mar 13, 2008 4:31 pm    Post subject: Reply with quote

Ben Reed wrote:
To wit, Dhalsim. He's a fire-breathing, magic-sliding, teleporting, drill-kicking, anorexic Yoga master with a body made of rubber, gigantic gold bracelets, and a necklace made of FUCKING INFANT SKULLS.

And this was in Street Fighter Goddamned Two, in the same game as a green beast-man with the power of bioelectricity and deadly ball attacks, a Chinese Interpol agent with thigh compression like a car compactor, a SPANISH FREAKIN' NINJA with lovely blond hair, and a drug lord with the power of flight. A DRUG LORD WITH THE POWER OF FLIGHT. How the fuck can you EVER top that?


I'm confused because this is exactly what I meant.
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Ben Reed




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PostPosted: Fri Mar 14, 2008 4:37 am    Post subject: Reply with quote

thecalamitouskid wrote:
Ben Reed wrote:
To wit, Dhalsim. He's a fire-breathing, magic-sliding, teleporting, drill-kicking, anorexic Yoga master with a body made of rubber, gigantic gold bracelets, and a necklace made of FUCKING INFANT SKULLS.

And this was in Street Fighter Goddamned Two, in the same game as a green beast-man with the power of bioelectricity and deadly ball attacks, a Chinese Interpol agent with thigh compression like a car compactor, a SPANISH FREAKIN' NINJA with lovely blond hair, and a drug lord with the power of flight. A DRUG LORD WITH THE POWER OF FLIGHT. How the fuck can you EVER top that?


I'm confused because this is exactly what I meant.


I guess what I was trying to say is I really don't know if Capcom can even top themselves at this point (in terms of character concept) without getting into some crazy Guilty-Gear level shit with people's fighting styles -- fighting with magical billiard balls and killer hair, turning one's shadow into a shark, running around backwards on all fours with a ghost throwing banana peels, that kind of thing. Such an endeavor would be neat, to be sure, but it might be a bit too complex for something that's trying to call back the relative simplicity of Super Turbo.

I also see characters like Abel and El Fuerte as in keeping with the original character design ethos of SF2 -- creating goofy characters whose fighting styles were nonetheless, at least in a cursory capacity, rooted SOMEWHERE in reality (e.g. Ryu learned how to throw a fucking FIERY BALL OF DOOM AT PEOPLE just by virtue of getting REALLY FUCKING GOOD at this one brand of karate, and Guile somehow managed the same BS through the course of his military training).

And of course, there's no proof yet that Abel/El Fuerte's styles won't be particularly outlandish in their presentation of such "down-to-earth" martial arts -- just look at Sagat's brand of fireball-chucking Muay Thai, or Balrog's berserker headbutting boxing style.
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TOLLMASTER




Joined: 06 Dec 2007

PostPosted: Fri Mar 14, 2008 9:36 am    Post subject: Reply with quote

thecalamitouskid wrote:
New character: http://kotaku.com/assets/resources/2008/03/elfuerte.jpg

I'm not sure if we need another throw-based character. Hopefully he'll have a fireball? It seems like the newer characters are more "realistic."


I think in one of the World Heroes games there was a massive American football player who served as the game's shotokan fighter, so I wouldn't put it past a lucha wrestler to throw a fireball. Does he lose his mask if he loses the first round, and does he lose his hair if he loses the second? That's what I want to know.
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mrnutz




Joined: 12 Dec 2007
Location: Los Angeles, CA, USA

PostPosted: Sun Mar 16, 2008 10:39 am    Post subject: Reply with quote

TOLLMASTER wrote:
I think in one of the World Heroes games there was a massive American football player who served as the game's shotokan fighter, so I wouldn't put it past a lucha wrestler to throw a fireball.


Johnny Maximum, or J.Max. Abel looks like him, out of uniform.
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wall of beef




Joined: 10 Dec 2007

PostPosted: Tue Mar 18, 2008 11:23 am    Post subject: Reply with quote

Im really liking how everything is going so far with this game, people are freaking out about so many little things. Lots of the things that you will not exactly notice normally in a match, like the facial expressions. Those are just going to blend in, and make the game much the more awesome.

So far this game seems to make more sense as a game in the Street Fighter series than SF3 does, even though I love SF3:Third Strike. SF3 just got way too sci-fi, this seems much more grounded. With big punishing hits, cool design.
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analogosagnos




Joined: 08 Dec 2007
Location: Elk Grove, Ca.

PostPosted: Wed Mar 19, 2008 4:01 pm    Post subject: Reply with quote

RobotRocker wrote:
Though if you are part of the "No SF3 characters WAAAAAAAAAAAAH" club, you get some good news.
KTHX ONO

thecalamitouskid wrote:
New character: http://kotaku.com/assets/resources/2008/03/elfuerte.jpg

I'm not sure if we need another throw-based character. Hopefully he'll have a fireball? It seems like the newer characters are more "realistic."
Don't really agree. Even as I've grown from infatuated with grapplers eight years ago to pretty much obsessed with them today, I simply still just do not feel Zangief much at all. And even though I played Hugo, and enjoy Tizoc, I could really do without 360s and 720s. It's one reason why Abel is indeed looking pretty hot for that SNK hybrid grapstriking style he's got going for him.

Point is, even for fans, I think, Zangief's style is too old school and too damn limiting. Capcom has had a pretty hard time breaking from this mold even up 'til today. Characters like Alex are a rare twinkle in their eye. I want me a fast and compact dude like a lucha. Besides, I haven't seen a lucha in recent memory that I didn't love. La Mariposa, El Blaze -- even Ramon was interesting, even if I'm awful with him.

Fuck fireballs. All this guy needs is speed, overheads, and that good old lucha brand of annoyingly flashy-but-still-surprising grabs.

Though I admit, adding a long-distance pressure game to that formula would be pretty appealing after all. In general there just needs to be more grapplers in SF that aren't pure power style.
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thecalamitouskid




Joined: 20 Dec 2007
Location: Kaimuki, HI/Whittier, CA

PostPosted: Thu Mar 20, 2008 12:44 am    Post subject: Reply with quote

People keep mentioning Alex, but I don't see many people competitively playing with Alex...then again, I guess SFIII had the misfortune of falling into the "hardcore" category.
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Ben Reed




Joined: 06 Dec 2007

PostPosted: Thu Mar 20, 2008 8:55 am    Post subject: Reply with quote

thecalamitouskid wrote:
People keep mentioning Alex, but I don't see many people competitively playing with Alex...then again, I guess SFIII had the misfortune of falling into the "hardcore" category.


Alex is typically represented at the highest levels of competition by KSK and, uh...KSK. For arguably good reason.

He's a neat character, but he's kinda killed in super-intense competition by the fact that he can't really turtle himself up reasonably tight and either (a) get a nice hefty super combo off a retardedly easy link and/or cancel (i.e. Ken c. MP, Chun c. MK, that and he doesn't have a super-fast rush super to link/hit confirm into like they do...closest he comes is slow-ass Boomerang Raid, which you have to be in phone booth range to fully connect), or (b) run away for like 15 seconds until he has enough meter to put up Genei-Jin and charge back in with relative safety. He can't poke like Chun or Ken either (he has like 2 okay pokes and Chun/Ken have at least 4 each), so he does his most significant work up close, where the stakes are incredibly high and the players will be watching each others like hawks to punish any lost offensive gamble they can.

So basically, his bombastic close-range style is neat enough for casual play, but for competition he just doesn't have the raw safety factor/utility of Ken/Chun/Yun. He'd be fairly monstrous in KOF '98, though. Combo into Power Bomb/Hyper Bomb, headstomp slow projectiles like Heidern's for retarded good knockdown + gap-closing, hell, Hyper Bomb might become his best super with one short meter for all his supers and the ability to combo into throws. Stun Gun Headbutt would probably still be nothing but jab bait, though, if it's anything like '98 Rugal's jumping super.
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thecalamitouskid




Joined: 20 Dec 2007
Location: Kaimuki, HI/Whittier, CA

PostPosted: Thu Mar 20, 2008 11:04 am    Post subject: Reply with quote

Ben Reed wrote:
Stun Gun Headbutt would probably still be nothing but jab bait, though, if it's anything like '98 Rugal's jumping super.


Would you still have the ridiculous time to jump out of it like in SFIII? J/K.

One of my friends who have been playing SFIII with me for awhile had his old roommate stop by, and he decided to try to play 3s. He has literally never played a fighting game before, or only games where you can button mash like SC or Tekken. So when he came to Street Fighter he was pretty lost. He's starting with Ryu of course now, and can pull off basic moves. The thing is, I think Alex is too complex to use efficiently for most people, due to his slow moves and awkward set-ups. Then again I am going off topic.

I assume that SFIV is aiming itself at the intermediate to high level players, though I guess someone is going to come running in, screaming that I'm just throwing out needless speculation.

All I'm arguing for is for a couple interesting new characters like Makoto or Urien (who I guess you could argue are overpowered because they came in late in the game,) but then again, I might end up loving the new grapplers, who knows?

Maybe a grappler that was skinny (could that even work?) who was fast would be interesting. Too late, I assume though, I don't think they want more than about 3-4 grapplers in the game.
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Ben Reed




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PostPosted: Thu Mar 20, 2008 11:20 am    Post subject: Reply with quote

If El Fuerte ISN'T a super-fast SNK-esque light grappler, I will be honestly very surprised.

Honestly, I still think it's way too early to start picking this game apart, given that we've only seen a handful of characters at very early location tests so far, most of whom are faces we've already seen before (the original 8 + C. Viper and fleeting glimpses of Abel). The proof, to me, will always be in the playing. Give the game a few months to get broken wide open and we'll see what's deep inside.
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jaihson




Joined: 10 Dec 2007

PostPosted: Thu Mar 20, 2008 11:42 am    Post subject: Reply with quote

Here I come a'running. You may read my post as e-screaming if you want.

What about SFIV indicates that it cares one lick about anything but the broadest possible base? Granted, it's still a fighting game as opposed to, I dunno, a squad based shoorter or something, so it's made some concessions there, but pretty much everything else about it crys out for mainstream approval. Multiple supers with multiple levels too much to think about? Fuck'em, one super with one bar for everyone. Sprites too old for your eyes? Ta-da, polygons aplenty. Don't like those freaks in SF3? What freaks, all I see is that lovable cast of characters you remember from the old machine in the back of the 7-11 2 decades ago. Remember them?

I dunno, I guess you could argue that simply making a fighting game that continues to follow SF2's template is aiming at a location long abandoned by the common man, and that's fair enough.

Also, I'm guessing a KoF stun gun would be quite jump outable, seeing as Vice has a carbon copy of it that throws as opposed to stuns. As for Alex's ease of use, I dunno, in many ways he's a fantastic low/mid level character. You can get a lot of mileage out of his simple HP/c.HK/powerbomb mixup on a waking opponent, ex-elbow bridges that annoying distance quickly and (relatively) safely, knee-slap is pretty much the only combo you need and he hits hard for his speed.. I've introduced a couple of people to sf3 via Alex, but eh, that's just my personal bias.


Also also, no love for Zangoef's Alex?


edit: I certainly say 'I dunno' a lot, don't I?
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Ben Reed




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PostPosted: Thu Mar 20, 2008 12:11 pm    Post subject: Reply with quote

jaihson wrote:
Here I come a'running. You may read my post as e-screaming if you want.

What about SFIV indicates that it cares one lick about anything but the broadest possible base? Granted, it's still a fighting game as opposed to, I dunno, a squad based shoorter or something, so it's made some concessions there, but pretty much everything else about it crys out for mainstream approval. Multiple supers with multiple levels too much to think about? Fuck'em, one super with one bar for everyone. Sprites too old for your eyes? Ta-da, polygons aplenty. Don't like those freaks in SF3? What freaks, all I see is that lovable cast of characters you remember from the old machine in the back of the 7-11 2 decades ago. Remember them?

I dunno, I guess you could argue that simply making a fighting game that continues to follow SF2's template is aiming at a location long abandoned by the common man, and that's fair enough.


For better or for worse, this is the whole point of SF4, and personally, I think there's more validity to the approach than one might be willing to admit. SF hasn't been really relevant as a GAME to the mainstream for quite some time, and if you want to scream to the world that you're relevant again, you have to play to the base. It's that simple. Rather than doomsaying, though, I prefer to look for the potential benefits in such an approach -- then again, my prejudices are almost exclusively technical. They could put Ryu in drag for all I care, as long as they provide an interesting technical take on him. Aesthetically, very few things are sacred to me.

And really, would it do the franchise any more good to throw profitability to the wind and offer a highly technical, high-concept, fully 2D fighter simply for the sake of appeasing a handful of fanatics? (Even the Japanese arcade market is not as all-embracing/powerful/foolproof as it used to be.) No matter how much the hardcore fanbase appreciates such raw altruism, if it doesn't miraculously sell like gothcakes, the game's financial backers and providers of resources will NOT appreciate such a gesture, and if the loss is considered significant enough, it may well be the franchise's true swan song...with perhaps larger implications if its failure intimidates other companies that might otherwise want to offer their own titles to try and ride the coattails of that title, had it succeeded.

This is not to say that the same could be true for the more market-oriented structure of SF4 -- but at least with a conscious appeal to major markets, it has a CHANCE of reinvigorating public interest in the franchise, and thereby inspiring a new wave of interest in more "offbeat" Street Fighter-derived titles. SF4, for better or for worse, is an experiment. The only thing we can truly do now is wait to see how this trial shores up with our hypotheses.

Quote:
I dunno, in many ways he's a fantastic low/mid level character. You can get a lot of mileage out of his simple HP/c.HK/powerbomb mixup on a waking opponent, ex-elbow bridges that annoying distance quickly and (relatively) safely, knee-slap is pretty much the only combo you need and he hits hard for his speed.. I've introduced a couple of people to sf3 via Alex, but eh, that's just my personal bias.


Again, it's a pretty neat mixup, but it relies on a lot more futzing around to get into the range where you can start milking it, compared with, say, whiffing d+MK and baiting at max poke range until you tag a limb and hit SA2 for massive damage and a free super-high-stakes mixup off the reset.

At the highest levels of competition, efficiency of execution is what defines victory, because being able to execute will already be a given on the players' part. If you make a mistake or a bad call, you're going to eat the best punishment option available. Compared to characters like Ken, Chun, and Yun at high levels, Alex doesn't have a lot of brain-free options to punish minor gaffes, and his punishment isn't as front-load devastating as the likes of Chun and Ken. This really shows up at high levels because the execution consistency of offensive and defensive combos and patterns is such that they may as WELL have the stuff macroed to one button...and Alex's "buttons" are less varied and often less nasty than the stuff of the Big Three.

Quote:
Also also, no love for Zangoef's Alex?


Good stuff, but it's still Alex. He's fun to watch and to play, but he's not built to win SBO, and that's the bottom line.
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